- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.

This commit is contained in:
Christoph Oelckers 2016-09-22 10:54:16 +02:00
parent 1bddc277e6
commit 18ee6353fa

View file

@ -622,6 +622,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend); V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
} }
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (blend[3]>0.0f) if (blend[3]>0.0f)
{ {